elation-engine
Version:
WebGL/WebVR engine written in Javascript
1,263 lines (1,071 loc) • 72.4 kB
JavaScript
/**
* @author alteredq / http://alteredqualia.com/
*
* Full-screen textured quad shader
*/
THREE.CopyShader = {
uniforms: {
"tDiffuse": { value: null },
"opacity": { value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"gl_FragColor = opacity * texel;",
"}"
].join( "\n" )
};
/**
* @author alteredq / http://alteredqualia.com/
*
* Convolution shader
* ported from o3d sample to WebGL / GLSL
* http://o3d.googlecode.com/svn/trunk/samples/convolution.html
*/
THREE.ConvolutionShader = {
defines: {
"KERNEL_SIZE_FLOAT": "25.0",
"KERNEL_SIZE_INT": "25"
},
uniforms: {
"tDiffuse": { value: null },
"uImageIncrement": { value: new THREE.Vector2( 0.001953125, 0.0 ) },
"cKernel": { value: [] }
},
vertexShader: [
"uniform vec2 uImageIncrement;",
"varying vec2 vUv;",
"void main() {",
"vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform float cKernel[ KERNEL_SIZE_INT ];",
"uniform sampler2D tDiffuse;",
"uniform vec2 uImageIncrement;",
"varying vec2 vUv;",
"void main() {",
"vec2 imageCoord = vUv;",
"vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
"for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
"sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
"imageCoord += uImageIncrement;",
"}",
"gl_FragColor = sum;",
"}"
].join( "\n" ),
buildKernel: function ( sigma ) {
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
function gauss( x, sigma ) {
return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
}
var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
halfWidth = ( kernelSize - 1 ) * 0.5;
values = new Array( kernelSize );
sum = 0.0;
for ( i = 0; i < kernelSize; ++ i ) {
values[ i ] = gauss( i - halfWidth, sigma );
sum += values[ i ];
}
// normalize the kernel
for ( i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
return values;
}
};
/**
* @author Mugen87 / https://github.com/Mugen87
*
* References:
* http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
* https://learnopengl.com/Advanced-Lighting/SSAO
* https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
*/
THREE.SSAOShader = {
defines: {
"PERSPECTIVE_CAMERA": 1,
"KERNEL_SIZE": 32
},
uniforms: {
"tDiffuse": { value: null },
"tNormal": { value: null },
"tDepth": { value: null },
"tNoise": { value: null },
"kernel": { value: null },
"cameraNear": { value: null },
"cameraFar": { value: null },
"resolution": { value: new THREE.Vector2() },
"cameraProjectionMatrix": { value: new THREE.Matrix4() },
"cameraInverseProjectionMatrix": { value: new THREE.Matrix4() },
"kernelRadius": { value: 8 },
"minDistance": { value: 0.005 },
"maxDistance": { value: 0.05 },
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform sampler2D tNormal;",
"uniform sampler2D tDepth;",
"uniform sampler2D tNoise;",
"uniform vec3 kernel[ KERNEL_SIZE ];",
"uniform vec2 resolution;",
"uniform float cameraNear;",
"uniform float cameraFar;",
"uniform mat4 cameraProjectionMatrix;",
"uniform mat4 cameraInverseProjectionMatrix;",
"uniform float kernelRadius;",
"uniform float minDistance;", // avoid artifacts caused by neighbour fragments with minimal depth difference
"uniform float maxDistance;", // avoid the influence of fragments which are too far away
"varying vec2 vUv;",
"#include <packing>",
"float getDepth( const in vec2 screenPosition ) {",
" return texture2D( tDepth, screenPosition ).x;",
"}",
"float getLinearDepth( const in vec2 screenPosition ) {",
" #if PERSPECTIVE_CAMERA == 1",
" float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
" float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
" return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
" #else",
" return texture2D( depthSampler, coord ).x;",
" #endif",
"}",
"float getViewZ( const in float depth ) {",
" #if PERSPECTIVE_CAMERA == 1",
" return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
" #else",
" return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
" #endif",
"}",
"vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
" float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
" vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
" clipPosition *= clipW; // unprojection.",
" return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
"}",
"vec3 getViewNormal( const in vec2 screenPosition ) {",
" return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
"}",
"void main() {",
" float depth = getDepth( vUv );",
" float viewZ = getViewZ( depth );",
" vec3 viewPosition = getViewPosition( vUv, depth, viewZ );",
" vec3 viewNormal = getViewNormal( vUv );",
" vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );",
" vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;",
// compute matrix used to reorient a kernel vector
" vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );",
" vec3 bitangent = cross( viewNormal, tangent );",
" mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );",
" float occlusion = 0.0;",
" for ( int i = 0; i < KERNEL_SIZE; i ++ ) {",
" vec3 sampleVector = kernelMatrix * kernel[ i ];", // reorient sample vector in view space
" vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );", // calculate sample point
" vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );", // project point and calculate NDC
" samplePointNDC /= samplePointNDC.w;",
" vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;", // compute uv coordinates
" float realDepth = getLinearDepth( samplePointUv );", // get linear depth from depth texture
" float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );", // compute linear depth of the sample view Z value
" float delta = sampleDepth - realDepth;",
" if ( delta > minDistance && delta < maxDistance ) {", // if fragment is before sample point, increase occlusion
" occlusion += 1.0;",
" }",
" }",
" occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );",
" gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );",
"}"
].join( "\n" )
};
THREE.SSAODepthShader = {
defines: {
"PERSPECTIVE_CAMERA": 1
},
uniforms: {
"tDepth": { value: null },
"cameraNear": { value: null },
"cameraFar": { value: null },
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDepth;",
"uniform float cameraNear;",
"uniform float cameraFar;",
"varying vec2 vUv;",
"#include <packing>",
"float getLinearDepth( const in vec2 screenPosition ) {",
" #if PERSPECTIVE_CAMERA == 1",
" float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
" float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
" return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
" #else",
" return texture2D( depthSampler, coord ).x;",
" #endif",
"}",
"void main() {",
" float depth = getLinearDepth( vUv );",
" gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );",
"}"
].join( "\n" )
};
THREE.SSAOBlurShader = {
uniforms: {
"tDiffuse": { value: null },
"resolution": { value: new THREE.Vector2() }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform vec2 resolution;",
"varying vec2 vUv;",
"void main() {",
" vec2 texelSize = ( 1.0 / resolution );",
" float result = 0.0;",
" for ( int i = - 2; i <= 2; i ++ ) {",
" for ( int j = - 2; j <= 2; j ++ ) {",
" vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;",
" result += texture2D( tDiffuse, vUv + offset ).r;",
" }",
" }",
" gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );",
"}"
].join( "\n" )
};
/**
* @author alteredq / http://alteredqualia.com/
* @author davidedc / http://www.sketchpatch.net/
*
* NVIDIA FXAA by Timothy Lottes
* http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
* - WebGL port by @supereggbert
* http://www.glge.org/demos/fxaa/
*/
THREE.FXAAShader = {
uniforms: {
"tDiffuse": { value: null },
"resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"precision highp float;",
"",
"uniform sampler2D tDiffuse;",
"",
"uniform vec2 resolution;",
"",
"varying vec2 vUv;",
"",
"// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)",
"",
"//----------------------------------------------------------------------------------",
"// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag",
"// SDK Version: v3.00",
"// Email: gameworks@nvidia.com",
"// Site: http://developer.nvidia.com/",
"//",
"// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.",
"//",
"// Redistribution and use in source and binary forms, with or without",
"// modification, are permitted provided that the following conditions",
"// are met:",
"// * Redistributions of source code must retain the above copyright",
"// notice, this list of conditions and the following disclaimer.",
"// * Redistributions in binary form must reproduce the above copyright",
"// notice, this list of conditions and the following disclaimer in the",
"// documentation and/or other materials provided with the distribution.",
"// * Neither the name of NVIDIA CORPORATION nor the names of its",
"// contributors may be used to endorse or promote products derived",
"// from this software without specific prior written permission.",
"//",
"// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY",
"// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE",
"// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR",
"// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR",
"// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,",
"// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,",
"// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR",
"// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY",
"// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT",
"// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE",
"// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.",
"//",
"//----------------------------------------------------------------------------------",
"",
"#define FXAA_PC 1",
"#define FXAA_GLSL_100 1",
"#define FXAA_QUALITY_PRESET 12",
"",
"#define FXAA_GREEN_AS_LUMA 1",
"",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_PC_CONSOLE",
" //",
" // The console algorithm for PC is included",
" // for developers targeting really low spec machines.",
" // Likely better to just run FXAA_PC, and use a really low preset.",
" //",
" #define FXAA_PC_CONSOLE 0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_GLSL_120",
" #define FXAA_GLSL_120 0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_GLSL_130",
" #define FXAA_GLSL_130 0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_HLSL_3",
" #define FXAA_HLSL_3 0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_HLSL_4",
" #define FXAA_HLSL_4 0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_HLSL_5",
" #define FXAA_HLSL_5 0",
"#endif",
"/*==========================================================================*/",
"#ifndef FXAA_GREEN_AS_LUMA",
" //",
" // For those using non-linear color,",
" // and either not able to get luma in alpha, or not wanting to,",
" // this enables FXAA to run using green as a proxy for luma.",
" // So with this enabled, no need to pack luma in alpha.",
" //",
" // This will turn off AA on anything which lacks some amount of green.",
" // Pure red and blue or combination of only R and B, will get no AA.",
" //",
" // Might want to lower the settings for both,",
" // fxaaConsoleEdgeThresholdMin",
" // fxaaQualityEdgeThresholdMin",
" // In order to insure AA does not get turned off on colors",
" // which contain a minor amount of green.",
" //",
" // 1 = On.",
" // 0 = Off.",
" //",
" #define FXAA_GREEN_AS_LUMA 0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_EARLY_EXIT",
" //",
" // Controls algorithm's early exit path.",
" // On PS3 turning this ON adds 2 cycles to the shader.",
" // On 360 turning this OFF adds 10ths of a millisecond to the shader.",
" // Turning this off on console will result in a more blurry image.",
" // So this defaults to on.",
" //",
" // 1 = On.",
" // 0 = Off.",
" //",
" #define FXAA_EARLY_EXIT 1",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_DISCARD",
" //",
" // Only valid for PC OpenGL currently.",
" // Probably will not work when FXAA_GREEN_AS_LUMA = 1.",
" //",
" // 1 = Use discard on pixels which don't need AA.",
" // For APIs which enable concurrent TEX+ROP from same surface.",
" // 0 = Return unchanged color on pixels which don't need AA.",
" //",
" #define FXAA_DISCARD 0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_FAST_PIXEL_OFFSET",
" //",
" // Used for GLSL 120 only.",
" //",
" // 1 = GL API supports fast pixel offsets",
" // 0 = do not use fast pixel offsets",
" //",
" #ifdef GL_EXT_gpu_shader4",
" #define FXAA_FAST_PIXEL_OFFSET 1",
" #endif",
" #ifdef GL_NV_gpu_shader5",
" #define FXAA_FAST_PIXEL_OFFSET 1",
" #endif",
" #ifdef GL_ARB_gpu_shader5",
" #define FXAA_FAST_PIXEL_OFFSET 1",
" #endif",
" #ifndef FXAA_FAST_PIXEL_OFFSET",
" #define FXAA_FAST_PIXEL_OFFSET 0",
" #endif",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#ifndef FXAA_GATHER4_ALPHA",
" //",
" // 1 = API supports gather4 on alpha channel.",
" // 0 = API does not support gather4 on alpha channel.",
" //",
" #if (FXAA_HLSL_5 == 1)",
" #define FXAA_GATHER4_ALPHA 1",
" #endif",
" #ifdef GL_ARB_gpu_shader5",
" #define FXAA_GATHER4_ALPHA 1",
" #endif",
" #ifdef GL_NV_gpu_shader5",
" #define FXAA_GATHER4_ALPHA 1",
" #endif",
" #ifndef FXAA_GATHER4_ALPHA",
" #define FXAA_GATHER4_ALPHA 0",
" #endif",
"#endif",
"",
"",
"/*============================================================================",
" FXAA QUALITY - TUNING KNOBS",
"------------------------------------------------------------------------------",
"NOTE the other tuning knobs are now in the shader function inputs!",
"============================================================================*/",
"#ifndef FXAA_QUALITY_PRESET",
" //",
" // Choose the quality preset.",
" // This needs to be compiled into the shader as it effects code.",
" // Best option to include multiple presets is to",
" // in each shader define the preset, then include this file.",
" //",
" // OPTIONS",
" // -----------------------------------------------------------------------",
" // 10 to 15 - default medium dither (10=fastest, 15=highest quality)",
" // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)",
" // 39 - no dither, very expensive",
" //",
" // NOTES",
" // -----------------------------------------------------------------------",
" // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)",
" // 13 = about same speed as FXAA 3.9 and better than 12",
" // 23 = closest to FXAA 3.9 visually and performance wise",
" // _ = the lowest digit is directly related to performance",
" // _ = the highest digit is directly related to style",
" //",
" #define FXAA_QUALITY_PRESET 12",
"#endif",
"",
"",
"/*============================================================================",
"",
" FXAA QUALITY - PRESETS",
"",
"============================================================================*/",
"",
"/*============================================================================",
" FXAA QUALITY - MEDIUM DITHER PRESETS",
"============================================================================*/",
"#if (FXAA_QUALITY_PRESET == 10)",
" #define FXAA_QUALITY_PS 3",
" #define FXAA_QUALITY_P0 1.5",
" #define FXAA_QUALITY_P1 3.0",
" #define FXAA_QUALITY_P2 12.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 11)",
" #define FXAA_QUALITY_PS 4",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 3.0",
" #define FXAA_QUALITY_P3 12.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 12)",
" #define FXAA_QUALITY_PS 5",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 4.0",
" #define FXAA_QUALITY_P4 12.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 13)",
" #define FXAA_QUALITY_PS 6",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 4.0",
" #define FXAA_QUALITY_P5 12.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 14)",
" #define FXAA_QUALITY_PS 7",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 2.0",
" #define FXAA_QUALITY_P5 4.0",
" #define FXAA_QUALITY_P6 12.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 15)",
" #define FXAA_QUALITY_PS 8",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 2.0",
" #define FXAA_QUALITY_P5 2.0",
" #define FXAA_QUALITY_P6 4.0",
" #define FXAA_QUALITY_P7 12.0",
"#endif",
"",
"/*============================================================================",
" FXAA QUALITY - LOW DITHER PRESETS",
"============================================================================*/",
"#if (FXAA_QUALITY_PRESET == 20)",
" #define FXAA_QUALITY_PS 3",
" #define FXAA_QUALITY_P0 1.5",
" #define FXAA_QUALITY_P1 2.0",
" #define FXAA_QUALITY_P2 8.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 21)",
" #define FXAA_QUALITY_PS 4",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 8.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 22)",
" #define FXAA_QUALITY_PS 5",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 8.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 23)",
" #define FXAA_QUALITY_PS 6",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 2.0",
" #define FXAA_QUALITY_P5 8.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 24)",
" #define FXAA_QUALITY_PS 7",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 2.0",
" #define FXAA_QUALITY_P5 3.0",
" #define FXAA_QUALITY_P6 8.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 25)",
" #define FXAA_QUALITY_PS 8",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 2.0",
" #define FXAA_QUALITY_P5 2.0",
" #define FXAA_QUALITY_P6 4.0",
" #define FXAA_QUALITY_P7 8.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 26)",
" #define FXAA_QUALITY_PS 9",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 2.0",
" #define FXAA_QUALITY_P5 2.0",
" #define FXAA_QUALITY_P6 2.0",
" #define FXAA_QUALITY_P7 4.0",
" #define FXAA_QUALITY_P8 8.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 27)",
" #define FXAA_QUALITY_PS 10",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 2.0",
" #define FXAA_QUALITY_P5 2.0",
" #define FXAA_QUALITY_P6 2.0",
" #define FXAA_QUALITY_P7 2.0",
" #define FXAA_QUALITY_P8 4.0",
" #define FXAA_QUALITY_P9 8.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 28)",
" #define FXAA_QUALITY_PS 11",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 2.0",
" #define FXAA_QUALITY_P5 2.0",
" #define FXAA_QUALITY_P6 2.0",
" #define FXAA_QUALITY_P7 2.0",
" #define FXAA_QUALITY_P8 2.0",
" #define FXAA_QUALITY_P9 4.0",
" #define FXAA_QUALITY_P10 8.0",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_QUALITY_PRESET == 29)",
" #define FXAA_QUALITY_PS 12",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.5",
" #define FXAA_QUALITY_P2 2.0",
" #define FXAA_QUALITY_P3 2.0",
" #define FXAA_QUALITY_P4 2.0",
" #define FXAA_QUALITY_P5 2.0",
" #define FXAA_QUALITY_P6 2.0",
" #define FXAA_QUALITY_P7 2.0",
" #define FXAA_QUALITY_P8 2.0",
" #define FXAA_QUALITY_P9 2.0",
" #define FXAA_QUALITY_P10 4.0",
" #define FXAA_QUALITY_P11 8.0",
"#endif",
"",
"/*============================================================================",
" FXAA QUALITY - EXTREME QUALITY",
"============================================================================*/",
"#if (FXAA_QUALITY_PRESET == 39)",
" #define FXAA_QUALITY_PS 12",
" #define FXAA_QUALITY_P0 1.0",
" #define FXAA_QUALITY_P1 1.0",
" #define FXAA_QUALITY_P2 1.0",
" #define FXAA_QUALITY_P3 1.0",
" #define FXAA_QUALITY_P4 1.0",
" #define FXAA_QUALITY_P5 1.5",
" #define FXAA_QUALITY_P6 2.0",
" #define FXAA_QUALITY_P7 2.0",
" #define FXAA_QUALITY_P8 2.0",
" #define FXAA_QUALITY_P9 2.0",
" #define FXAA_QUALITY_P10 4.0",
" #define FXAA_QUALITY_P11 8.0",
"#endif",
"",
"",
"",
"/*============================================================================",
"",
" API PORTING",
"",
"============================================================================*/",
"#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)",
" #define FxaaBool bool",
" #define FxaaDiscard discard",
" #define FxaaFloat float",
" #define FxaaFloat2 vec2",
" #define FxaaFloat3 vec3",
" #define FxaaFloat4 vec4",
" #define FxaaHalf float",
" #define FxaaHalf2 vec2",
" #define FxaaHalf3 vec3",
" #define FxaaHalf4 vec4",
" #define FxaaInt2 ivec2",
" #define FxaaSat(x) clamp(x, 0.0, 1.0)",
" #define FxaaTex sampler2D",
"#else",
" #define FxaaBool bool",
" #define FxaaDiscard clip(-1)",
" #define FxaaFloat float",
" #define FxaaFloat2 float2",
" #define FxaaFloat3 float3",
" #define FxaaFloat4 float4",
" #define FxaaHalf half",
" #define FxaaHalf2 half2",
" #define FxaaHalf3 half3",
" #define FxaaHalf4 half4",
" #define FxaaSat(x) saturate(x)",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_GLSL_100 == 1)",
" #define FxaaTexTop(t, p) texture2D(t, p, 0.0)",
" #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_GLSL_120 == 1)",
" // Requires,",
" // #version 120",
" // And at least,",
" // #extension GL_EXT_gpu_shader4 : enable",
" // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)",
" #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)",
" #if (FXAA_FAST_PIXEL_OFFSET == 1)",
" #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)",
" #else",
" #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)",
" #endif",
" #if (FXAA_GATHER4_ALPHA == 1)",
" // use #extension GL_ARB_gpu_shader5 : enable",
" #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
" #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
" #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
" #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
" #endif",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_GLSL_130 == 1)",
" // Requires \"#version 130\" or better",
" #define FxaaTexTop(t, p) textureLod(t, p, 0.0)",
" #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)",
" #if (FXAA_GATHER4_ALPHA == 1)",
" // use #extension GL_ARB_gpu_shader5 : enable",
" #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
" #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
" #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
" #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
" #endif",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_HLSL_3 == 1)",
" #define FxaaInt2 float2",
" #define FxaaTex sampler2D",
" #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))",
" #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_HLSL_4 == 1)",
" #define FxaaInt2 int2",
" struct FxaaTex { SamplerState smpl; Texture2D tex; };",
" #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
" #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
"#endif",
"/*--------------------------------------------------------------------------*/",
"#if (FXAA_HLSL_5 == 1)",
" #define FxaaInt2 int2",
" struct FxaaTex { SamplerState smpl; Texture2D tex; };",
" #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
" #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
" #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)",
" #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)",
" #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)",
" #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)",
"#endif",
"",
"",
"/*============================================================================",
" GREEN AS LUMA OPTION SUPPORT FUNCTION",
"============================================================================*/",
"#if (FXAA_GREEN_AS_LUMA == 0)",
" FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }",
"#else",
" FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }",
"#endif",
"",
"",
"",
"",
"/*============================================================================",
"",
" FXAA3 QUALITY - PC",
"",
"============================================================================*/",
"#if (FXAA_PC == 1)",
"/*--------------------------------------------------------------------------*/",
"FxaaFloat4 FxaaPixelShader(",
" //",
" // Use noperspective interpolation here (turn off perspective interpolation).",
" // {xy} = center of pixel",
" FxaaFloat2 pos,",
" //",
" // Used only for FXAA Console, and not used on the 360 version.",
" // Use noperspective interpolation here (turn off perspective interpolation).",
" // {xy_} = upper left of pixel",
" // {_zw} = lower right of pixel",
" FxaaFloat4 fxaaConsolePosPos,",
" //",
" // Input color texture.",
" // {rgb_} = color in linear or perceptual color space",
" // if (FXAA_GREEN_AS_LUMA == 0)",
" // {__a} = luma in perceptual color space (not linear)",
" FxaaTex tex,",
" //",
" // Only used on the optimized 360 version of FXAA Console.",
" // For everything but 360, just use the same input here as for \"tex\".",
" // For 360, same texture, just alias with a 2nd sampler.",
" // This sampler needs to have an exponent bias of -1.",
" FxaaTex fxaaConsole360TexExpBiasNegOne,",
" //",
" // Only used on the optimized 360 version of FXAA Console.",
" // For everything but 360, just use the same input here as for \"tex\".",
" // For 360, same texture, just alias with a 3nd sampler.",
" // This sampler needs to have an exponent bias of -2.",
" FxaaTex fxaaConsole360TexExpBiasNegTwo,",
" //",
" // Only used on FXAA Quality.",
" // This must be from a constant/uniform.",
" // {x_} = 1.0/screenWidthInPixels",
" // {_y} = 1.0/screenHeightInPixels",
" FxaaFloat2 fxaaQualityRcpFrame,",
" //",
" // Only used on FXAA Console.",
" // This must be from a constant/uniform.",
" // This effects sub-pixel AA quality and inversely sharpness.",
" // Where N ranges between,",
" // N = 0.50 (default)",
" // N = 0.33 (sharper)",
" // {x__} = -N/screenWidthInPixels",
" // {_y_} = -N/screenHeightInPixels",
" // {_z_} = N/screenWidthInPixels",
" // {__w} = N/screenHeightInPixels",
" FxaaFloat4 fxaaConsoleRcpFrameOpt,",
" //",
" // Only used on FXAA Console.",
" // Not used on 360, but used on PS3 and PC.",
" // This must be from a constant/uniform.",
" // {x__} = -2.0/screenWidthInPixels",
" // {_y_} = -2.0/screenHeightInPixels",
" // {_z_} = 2.0/screenWidthInPixels",
" // {__w} = 2.0/screenHeightInPixels",
" FxaaFloat4 fxaaConsoleRcpFrameOpt2,",
" //",
" // Only used on FXAA Console.",
" // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.",
" // This must be from a constant/uniform.",
" // {x__} = 8.0/screenWidthInPixels",
" // {_y_} = 8.0/screenHeightInPixels",
" // {_z_} = -4.0/screenWidthInPixels",
" // {__w} = -4.0/screenHeightInPixels",
" FxaaFloat4 fxaaConsole360RcpFrameOpt2,",
" //",
" // Only used on FXAA Quality.",
" // This used to be the FXAA_QUALITY_SUBPIX define.",
" // It is here now to allow easier tuning.",
" // Choose the amount of sub-pixel aliasing removal.",
" // This can effect sharpness.",
" // 1.00 - upper limit (softer)",
" // 0.75 - default amount of filtering",
" // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)",
" // 0.25 - almost off",
" // 0.00 - completely off",
" FxaaFloat fxaaQualitySubpix,",
" //",
" // Only used on FXAA Quality.",
" // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.",
" // It is here now to allow easier tuning.",
" // The minimum amount of local contrast required to apply algorithm.",
" // 0.333 - too little (faster)",
" // 0.250 - low quality",
" // 0.166 - default",
" // 0.125 - high quality",
" // 0.063 - overkill (slower)",
" FxaaFloat fxaaQualityEdgeThreshold,",
" //",
" // Only used on FXAA Quality.",
" // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.",
" // It is here now to allow easier tuning.",
" // Trims the algorithm from processing darks.",
" // 0.0833 - upper limit (default, the start of visible unfiltered edges)",
" // 0.0625 - high quality (faster)",
" // 0.0312 - visible limit (slower)",
" // Special notes when using FXAA_GREEN_AS_LUMA,",
" // Likely want to set this to zero.",
" // As colors that are mostly not-green",
" // will appear very dark in the green channel!",
" // Tune by looking at mostly non-green content,",
" // then start at zero and increase until aliasing is a problem.",
" FxaaFloat fxaaQualityEdgeThresholdMin,",
" //",
" // Only used on FXAA Console.",
" // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.",
" // It is here now to allow easier tuning.",
" // This does not effect PS3, as this needs to be compiled in.",
" // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.",
" // Due to the PS3 being ALU bound,",
" // there are only three safe values here: 2 and 4 and 8.",
" // These options use the shaders ability to a free *|/ by 2|4|8.",
" // For all other platforms can be a non-power of two.",
" // 8.0 is sharper (default!!!)",
" // 4.0 is softer",
" // 2.0 is really soft (good only for vector graphics inputs)",
" FxaaFloat fxaaConsoleEdgeSharpness,",
" //",
" // Only used on FXAA Console.",
" // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.",
" // It is here now to allow easier tuning.",
" // This does not effect PS3, as this needs to be compiled in.",
" // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.",
" // Due to the PS3 being ALU bound,",
" // there are only two safe values here: 1/4 and 1/8.",
" // These options use the shaders ability to a free *|/ by 2|4|8.",
" // The console setting has a different mapping than the quality setting.",
" // Other platforms can use other values.",
" // 0.125 leaves less aliasing, but is softer (default!!!)",
" // 0.25 leaves more aliasing, and is sharper",
" FxaaFloat fxaaConsoleEdgeThreshold,",
" //",
" // Only used on FXAA Console.",
" // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.",
" // It is here now to allow easier tuning.",
" // Trims the algorithm from processing darks.",
" // The console setting has a different mapping than the quality setting.",
" // This only applies when FXAA_EARLY_EXIT is 1.",
" // This does not apply to PS3,",
" // PS3 was simplified to avoid more shader instructions.",
" // 0.06 - faster but more aliasing in darks",
" // 0.05 - default",
" // 0.04 - slower and less aliasing in darks",
" // Special notes when using FXAA_GREEN_AS_LUMA,",
" // Likely want to set this to zero.",
" // As colors that are mostly not-green",
" // will appear very dark in the green channel!",
" // Tune by looking at mostly non-green content,",
" // then start at zero and increase until aliasing is a problem.",
" FxaaFloat fxaaConsoleEdgeThresholdMin,",
" //",
" // Extra constants for 360 FXAA Console only.",
" // Use zeros or anything else for other platforms.",
" // These must be in physical constant registers and NOT immediates.",
" // Immediates will result in compiler un-optimizing.",
" // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)",
" FxaaFloat4 fxaaConsole360ConstDir",
") {",
"/*--------------------------------------------------------------------------*/",
" FxaaFloat2 posM;",
" posM.x = pos.x;",
" posM.y = pos.y;",
" #if (FXAA_GATHER4_ALPHA == 1)",
" #if (FXAA_DISCARD == 0)",
" FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
" #if (FXAA_GREEN_AS_LUMA == 0)",
" #define lumaM rgbyM.w",
" #else",
" #define lumaM rgbyM.y",
" #endif",
" #endif",
" #if (FXAA_GREEN_AS_LUMA == 0)",
" FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);",
" FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));",
" #else",
" FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);",
" FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));",
" #endif",
" #if (FXAA_DISCARD == 1)",
" #define lumaM luma4A.w",
" #endif",
" #define lumaE luma4A.z",
" #define lumaS luma4A.x",
" #define lumaSE luma4A.y",
" #define lumaNW luma4B.w",
" #define lumaN luma4B.z",
" #define lumaW luma4B.x",
" #else",
" FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
" #if (FXAA_GREEN_AS_LUMA == 0)",
" #define lumaM rgbyM.w",
" #else",
" #define lumaM rgbyM.y",
" #endif",
" #if (FXAA_GLSL_100 == 1)",
" FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));",
" #else",
" FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));",
" #endif",
" #endif",
"/*--------------------------------------------------------------------------*/",
" FxaaFloat maxSM = max(lumaS, lumaM);",
" FxaaFloat minSM = min(lumaS, lumaM);",
" FxaaFloat maxESM = max(lumaE, maxSM);",
" FxaaFloat minESM = min(lumaE, minSM);",
" FxaaFloat maxWN = max(lumaN, lumaW);",
" FxaaFloat minWN = min(lumaN, lumaW);",
" FxaaFloat rangeMax = max(maxWN, maxESM);",
" FxaaFloat rangeMin = min(minWN, minESM);",
" FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;",
" FxaaFloat range = rangeMax - rangeMin;",
" FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);",
" FxaaBool earlyExit = range < rangeMaxClamped;",
"/*--------------------------------------------------------------------------*/",
" if(earlyExit)",
" #if (FXAA_DISCARD == 1)",
" FxaaDiscard;",
" #else",
" return rgbyM;",
" #endif",
"/*--------------------------------------------------------------------------*/",
" #if (FXAA_GATHER4_ALPHA == 0)",
" #if (FXAA_GLSL_100 == 1)",
" FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));",
" #else",
" FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
" #endif",
" #else",
" FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));",
" FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
" #endif",
"/*--------------------------------------------------------------------------*/",
" FxaaFloat lumaNS = lumaN + lumaS;",
" FxaaFloat lumaWE = lumaW + lumaE;",
" FxaaFloat subpixRcpRange = 1.0/range;",
" FxaaFloat subpixNSWE = lumaNS + lumaWE;",
" FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;",
" FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;",
"/*--------------------------------------------------------------------------*/",
" FxaaFloat lumaNESE = lumaNE + lumaSE;",
" FxaaFloat lumaNWNE = lumaNW + lumaNE;",
" FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;",
" FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;",
"/*--------------------------------------------------------------------------*/",
" FxaaFloat lumaNWSW = lumaNW + lumaSW;",
" FxaaFloat lumaSWSE = lumaSW + lumaSE;",
" FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);",
" FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);",
" FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;",
" FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;",
" FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;",
" FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;",
"/*--------------------------------------------------------------------------*/",
" FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;",
" FxaaFloat